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Blending Video Games Into Language Learning

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  • Jonathan Newcombe

    (Coventry University, Coventry, United Kingdom)

  • Billy Brick

    (Coventry University, Coventry, United Kingdom)

Abstract

Around 2 billion people worldwide engage in video games and a similar number of English language learners are anticipated by the year 2020. It can be assumed that many language learners are also ‘gamers', and that a language learner may play a video game to learn English. This article focuses on the language learning affordances in offline video games. General game-based learning principles identified by Gee are used as the method to identify and classify the learning affordances in a selection of video games. These learning principles are explained and then used to detail general learning opportunities inherent in a variety of video games. It suggests that language learning opportunities on video-games are too varied and that the scaffolding guidance of a teacher might be needed. It concludes by proposing that contextualized live video-game-like immersive experiences could also be conducive to language learning.

Suggested Citation

  • Jonathan Newcombe & Billy Brick, 2017. "Blending Video Games Into Language Learning," International Journal of Computer-Assisted Language Learning and Teaching (IJCALLT), IGI Global, vol. 7(4), pages 75-89, October.
  • Handle: RePEc:igg:jcallt:v:7:y:2017:i:4:p:75-89
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